Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Stefan

Pages: 1 ... 129 130 [131] 132 133 ... 184
2601
3D-Tech News Around The Web / NVIDIA driver 260.81 Tesla WHQL available
« on: October 06, 2010, 04:51:57 PM »
New in Release 260.81:

   * Performance mode for Windows, called TCC mode, is now integrated and can coexist with other NVIDIA display GPUs.  The benefits of this mode includes:
          o Reducing kernel launch overhead
          o Enable Remote Desktop and other services
          o No device timeout for optimized performance
    * For more details on the usage of TCC, please read the Release Notes.


TCC mode cannot be activated on Geforce GPUs, i.e. WDDM remains enabled.
Julia demo not yet working as seen with Quadro 260.78 driver.

Also available: new TESLA brochure


2602
3D-Tech News Around The Web / ATI FirePro performance plug-ins
« on: October 05, 2010, 04:10:59 PM »
Quote
Along with a recent FirePro V8.773 driver update, AMD today released new plug-ins that provide enhanced performance with AutoCAD and 3ds Max.

Full story at FireUser

Also ATI issued new fact sheet: ATI FirePro™ Graphics Solutions for Autodesk

2603
3D-Tech News Around The Web / NVIDIA driver 260.78 Quadro available
« on: October 04, 2010, 03:57:10 PM »
New in Release 260.78:

    * Support for newly announced Quadro 2000, and Quadro 600.
    * Adds support for CUDA 3.2 for improved performance in GPU Computing applications.


clBuildProgram yet not working, see developer forum


2604
Quote
RenderLights supports e.g. the following features:

    * Real time global illumination
    * Real time environments
    * Real time shadows
    * Multiple light sources
    * Real time reflection maps

To learn more, check out the comprehensive list of features

P.S.: The demos take very long to launch.


2605
3D-Tech News Around The Web / NeoAxis SDK 0.91 released
« on: October 03, 2010, 08:45:25 AM »
Quote
The NeoAxis Group has released a new version of it's NeoAxis Game Engine.

This release fixes major bug with Regions in Map Editor.

Changes since last release:

    * WPF support. Framework for WPF applications with example (WPFAppExample.exe).
    * Game: DebugGeometry is no longer used for object selection. New method projects to screen GUI renderer. Visual upgrade compared to old method, looks much nicer.
    * WindowsAppFramework.dll has been renamed to WinFormsAppFramework.dll.
    * WindowsAppExample.exe has been renamed to WinFormsAppExample.exe.
    * Bug fix: Major bug fix with Regions in Map Editor. Cannot change scaling of regions.
    * Parallel-Split Shadow Map (PSSM) technology has been added.
    * Full support of point light shadows. Shadows are based on cubemaps now.
    * Web Player 1.3. Networking support.
    * Binaries for 64-bit systems.
    * Visual Studio 2010 and .NET 4.0 support.
    * Advanced GUI features. See video
    * 3dsMax and Maya 64-bit versions support. 3dsMax 2011 support. Maya 2011 support.
    * COLLADA mesh format support.

2607
Quote
Nulstein is a to-scale model of a game engine that aims to do most of what it is a game engine does using the a minimal amount of code. This came up while interacting with the demoscene and seeing that toying with a small code base is a good way to try things out quickly, make experiments, and start all over again every time you want. The project’s motto is “if it is rocket science, you need Einstein. If not, nulstein should do.” Climb on the shoulders of this giant and try to do something as simple as possible (but not simpler).


2608
3D-Tech News Around The Web / GLEW 1.5.6 adds OpenGL 4.1 support
« on: October 02, 2010, 12:57:14 PM »
GLEW 1.5.6 adds support for OpenGL 4.1, fixes bugs

*  New features:
          o Support for OpenGL 4.1
* New extensions:
          o GL_ARB_ES2_compatibility
          o GL_ARB_cl_event
          o GL_ARB_debug_output
          o GL_ARB_get_program_binary
          o GL_ARB_robustness
          o GL_ARB_separate_shader_objects
          o GL_ARB_shader_precision
          o GL_ARB_shader_stencil_export
          o GL_ARB_vertex_attrib_64bit
          o GL_ARB_viewport_array
          o GLX_ARB_create_context_robustness
          o GLX_EXT_create_context_es2_profile
          o WGL_ARB_create_context_robustness
          o WGL_EXT_create_context_es2_profile

2609
Quote
Developer Dan Baker explained us how DirectX 11 enhances not only the visual appeal of the new strategy game Sid Meier's Civilization 5 but how its direct compute abilities contribute to the game's performance. Also he explains, how Civ 5 is a little further developed than PCs are.

Full story here

2610
3D-Tech News Around The Web / Unity 3: GLSL Optimizer
« on: October 01, 2010, 05:07:00 AM »
Quote
During development of Unity 3.0, I was not-so-pleasantly surprised to see that our cross-compiled shaders run slow on iPhone 3Gs. And by “slow”, I mean SLOW; at the speeds of “stop the presses, we can not ship brand new OpenGL ES 2.0 support with THAT performance”.

Full story here

2611
3D-Tech News Around The Web / Blender: Sintel movie released
« on: September 30, 2010, 09:47:42 PM »
The third Blender Foundation Open Movie project "Sintel" has been released for download!

2612
3D-Tech News Around The Web / Neutrone NDK Beta available
« on: September 30, 2010, 02:13:15 PM »
Quote
NDK is now available for download! We hope that you will enjoy your NDK experience.


2613
3D-Tech News Around The Web / 4sceners demo roundup September
« on: September 30, 2010, 06:42:22 AM »
4sceners collected the best scene demos of this month.

2614
Quote
Whether you're a filmmaker, animator, or video post-production professional in a multi-national media studio or in a local events video agency, producing outstanding work is only part of your mission. You're also tasked with doing it faster.

The papers in today's Dispatch discuss tools and systems that not only help you create stunning work, but help you do it more efficiently.

The Result: same-day edits, improved post-production processes, and the opportunity for more profitability through increased productivity.

•           In Knocking Down Workflow Roadblocks with Creative Suite* 5 Production Premium, Jacob Rosenberg, chief technology officer of the Bandito Brothers studio, tells how running native 64-bit Adobe CS5 applications on Intel® Xeon® processor-based workstations significantly reduced the time for encoding and rendering files, changed their workflow, and enhanced their business.
•           Looking for a tool to help you decode MP4 video effectively and efficiently? Dive into the code in the MP4/AVC Decode Using the Intel® Media SDK white paper to learn how the Intel® Media SDK can help.

2615
3D-Tech News Around The Web / DX11 Perspective Matrix Jittering Temporal AA
« on: September 28, 2010, 09:51:01 PM »
Quote
Temporal anti-aliasing algorithms are algorithms where you use samples from previously rendered frames in order to perform a temporal form of supersampling. There are different ways to implement temporal AA...
The perspective matrix jittering temporal AA is easy to implement, cheap and provides anti-aliasing qualities similiar to SSAA 2x. However, the current implementation suffers from distracting screen blurring once the camera starts moving. I haven’t really read up on temporal reprojection yet, but it might be interesting to implement AA using it and see how the results compare to this implementation.

Full story here

2616
3D-Tech News Around The Web / Unity3D version 3 released
« on: September 27, 2010, 05:48:07 PM »
Quote
Unity 3 represents a quantum leap – built-in lightmapping and occlusion culling, a debugger, you name it. A full editor overhaul and stunning performance gains. An irresistible product has seen the light of day.

Download Windows version here

2617
3D-Tech News Around The Web / NVIDIA Research Summit 2010 - Poster Listing
« on: September 26, 2010, 05:50:18 PM »
More than 100 (!) whitepapers here  :P

2618
3D-Tech News Around The Web / Blender project: RAT bProficiency
« on: September 26, 2010, 07:29:40 AM »
Quote
RAT bProficiency is the result of the work I am doing to submit to the BFCT. I decided to use it as open source and will release all production files plus a detailed pdf with documentation as open source.

Full story at BlenderNation


2619
Nvidia’s GPU Conference  just ended. Here is a list of the 10 most noteworthy products, technologies, and news items from the event.

2620
Quote
This month’s build of UDK features significant additions, including:

· UDK users now have access to the gameplay profiler tool.
· Matinee’s movement tracks can now be split into individual translation and rotation components.
· Users can bulk edit texture properties within the Content Browser.

Download here or here


Pages: 1 ... 129 130 [131] 132 133 ... 184